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Posted (edited)
2 hours ago, haattila said:

On a side note i think i know how to replicate the bug where you can hear the equip unequip sound every 10-5 sec, i think you need to be forced to surrender while being barehanded 
and then a popup about brawling and not brawling pops every time the sound pop aswell

Yes, I think I did run into that while testing an earlier scenario in Mistwatch, the first time I got robbed/etc, nothing.

But on *subsequent* ones, yes, I was hearing the rapid "equip/unequip" sounds.  Didn't see the Brawling/Not Brawling, but I know where that is, and I'm sure it's related.

 

Thanks for the reminder, I'll look into that later today, bundle that in with the other handful of fixes.

 

[Edit]

And, naturally, I go back to a bandit camp, get robbed/raped/etc, then let it happen over and over, second and subsequent clearly with no gear to steal, and now nothing.  No spamming the equip/unequip sounds other than the bandits drawing/sheathing their weapon where appropriate. 🙄

Edited by dkatryl
Posted
20 hours ago, dkatryl said:

Okay, now I had a string of 4 bandits that had been submitted and bountied, making the trek from Riverwood to Whiterun's outskirts to turn them in, got attacked by two wolves, killed them, and now the 4 bandit ladies went aggro (didn't attack).

Now that I was able to replicate the issue, I can troubleshoot it.

(I mean, technically, a bandit NPC trying to take advantage of you being in a fight and going aggro makes total sense, and you can just auto succeed on a re-submit, but that wasn't what was intended. lol)

 

[Edit]

Okay, that seemed simple enough.  I had previously set the Ignore Combat flag on their AI Package once they were set the ActorBounty# Alias, but I didn't set the No Combat Alert flag.  I guess that let them still pop the aggro condition.  Setting that flag with the same scenario from earlier, now they fully ignored the wolves.
image.png
I also made sure to reset the Protected flag when you declare you will turn them in for a Bounty:
 

akSpeaker.GetActorBase().SetProtected(True)

(I had fiddled with that a few weeks ago because the guards weren't executing them, only to find out the issue was the Golden Saints Bandits have a faction wide 'Protected' flag.)

So now, in my test scenario, with 2 wolves chomping into 4 bandits being turned in for bounties, they stagger but don't die.

 

I'm gonna keep holding off for a few days to give CGi a chance to update the German strings for Localization.  If I don't hear anything by next weekend, I'll just update as is.

Thank you for identifying and resolving this issue.

As for the other issues I’ve encounteredthat you weren’t able to recreate, I suspect they might be related to the Skyrim localization, maybe, or its version (I’m playing on SE 1.5.97). Perhaps some mods are causing problems.

Could you perhaps advise me on the best way to collect and review the logs of triggered scripts? I’ll try to find the source of my problems on my own then.

Posted (edited)
4 hours ago, tyty2244 said:

Thank you for identifying and resolving this issue.

As for the other issues I’ve encounteredthat you weren’t able to recreate, I suspect they might be related to the Skyrim localization, maybe, or its version (I’m playing on SE 1.5.97). Perhaps some mods are causing problems.

Could you perhaps advise me on the best way to collect and review the logs of triggered scripts? I’ll try to find the source of my problems on my own then.

From the sounds of it, most everything is going to be handled with either the scripts _SLSubmitScene or _SLSubmitSexScene (OG SL or SLP+ version, depending on which you use), or one of the dialog options from the only quest, _SLSubmit, and any corresponding script from dialog.

You can see all of the Messages, and each one is labeled according to the corresponding script they are called from, with just a # to distinguish multiple message per script.

Between these, that is where I would start looking if/when I could replicate the wonky displays.

No other mods *SHOULD* cause a problem, as Submit uses 100% custom files, and I modify nothing of the stock game.  However, functionally, there is some redundancy with similar mods, such as Defeat, so there is a non-zero percent chance that two (or more) mods try to do the same thing at the same time and one gets confused.

Edited by dkatryl
Posted
On 5/8/2026 at 1:37 PM, dkatryl said:

2) Convert some (if not all) of the papyrus scripts to .dll.  It seems quite a number of more modern mods have gone that way, making them more efficient and less script overhead for the game engine to deal with.  Sounds great, except I am less sure how to get from point A to point B on this one.  Will require much more study and research than the first one.

When doing this one, please don't forget about us lowly VR players!  And I suppose the GOG players too...  .dlls need to be compiled for our specific game versions.

Posted
1 minute ago, StuffedNinga said:

When doing this one, please don't forget about us lowly VR players!  And I suppose the GOG players too...  .dlls need to be compiled for our specific game versions.

Don't worry.

 

I should just remove this from my to do list, because beyond the obvious issue you raise, there is the even bigger issue of I don't know where to even begin, and while I'm sure there are enough online resources that I could figure it out, I don't think I want to invest the time to do that!  lol.

There is a bigger chance I would make an OStim compatibility patch before I even think about converting to .dlls.

Posted (edited)

Most Recent Changes

v1.0.4 - (14JUL26)

  • Reworked the 'Repeated Assault' algorithm and display notification text to be a bit more intuitive.  Previously referred to 'Succeeded', now refers to a chance to Trigger.  The intent is still the same, where every 5/10/15 seconds, the chance to trigger will increase by 10% until eventually the roll is less than the chance.  This affected the Message text, and has been updated in the Localized files.
  • Updated German translation for the updated Message provided by CGi.
  • Added 'No Combat Alert' flag to Bounty Aliases to prevent them from erroneously going aggro if you get attacked on the way to turning in the bounty.
  • Minor tweak to the various 'Forced' scenes for the SLP+ version, where if the 'Aggressor' is male, it will disallow "Femdom" animations, as they look silly in that scenario!
Edited by dkatryl
Posted
On 7/14/2026 at 6:14 PM, tamai said:

heeey you said you would play the game finally 😤 /j

I did!

 

Other than posting the update yesterday (I was just waiting on the German string update from CGi), I was able to play for almost 3 hours uninterrupted.  And didn't have to stop and fiddle with this mod or any other mod the entire time!


It was GLORIOUS! 😁

Posted (edited)
48 minutes ago, dkatryl said:

I did!

 

Other than posting the update yesterday (I was just waiting on the German string update from CGi), I was able to play for almost 3 hours uninterrupted.  And didn't have to stop and fiddle with this mod or any other mod the entire time!


It was GLORIOUS! 😁


😂lol okay thats good im just checking, bleak falls barrow is fun in all but we as a modding community need to see more of skyrim 🫡good luck and have fun!~

Edited by tamai
Posted (edited)

Hello. Can you add an option to the MCM menu to disable gay sex when the main character is defeated in battle? I only play as a male character. Is it possible to make it so that when a male character is defeated in battle, enemies can only rape female companions, while the male player is simply robbed?

Edited by Adolis2019
Posted (edited)
On 7/19/2026 at 12:05 AM, Adolis2019 said:

Hello. Can you add an option to the MCM menu to disable gay sex when the main character is defeated in battle? I only play as a male character. Is it possible to make it so that when a male character is defeated in battle, enemies can only rape female companions, while the male player is simply robbed?

I'm not going to add an extra setting just for that relatively niche situation.

If I am going to do anything with it at all, I will just leverage the existing sexual preference setting in the MCM.

 

Which I'm not against doing, it just might be a bit before I fiddle with adding features (As opposed to outright bug fixes)

 

[Edit]Looking into this a bit more, it would involve completely breaking the player/follower surrender functions apart to decouple the two, then rebuilding them almost from scratch to be independent of the other.

 

This is going to be filed under 'if it ain't broke, don't fix it.'

Edited by dkatryl
Posted
On 7/14/2026 at 4:04 PM, dkatryl said:

There is a bigger chance I would make an OStim compatibility patch before I even think about converting to .dlls.

One can dream! Ostim SA is easily the fastest and most stable framework. It just needs more content LL content, which luckily is improving.

Posted

First of all, its great to see the IMHO best Submission mod to be updated again.

 

Using it along Defeat (Bane) - with disabling stuff from Defeat of course - for the last playthroughs with much fun and without major isssue.

 

Especially the Conversation Options are somthing many other solutions are lacking.

 

I just have an question that comes from the current modlist I am preparing, namely an unarmed monk style of character.

 

The succuss formula given as "

  • SuccessChance = (((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech)/4) + (PPrime - TPrime) + _SLConfig.Difficulty - _SLSubmitFailurePenalty.GetValue() )
  • Prime/TPrime is the highest value between OneHanded, TwoHanded, Marksman, & Destruction.

"

 

results in a penalty for doing hand-to-hand ( I use Adamand H2H here), if neither of the skills given above has been raised:

 

E.g. H2H = 80, 1H = 2H = 15, MARKS = 15, DEST = 15, TPrime = 90 would give me a 15 - 90 = -80 penalty instead of 80 -90 = -10

 

Of course you cannot take all sorts of alternative skill mods into account - do you have an idea if something can be done to success chance for builds like mine?

 

I can surely adjust _SLConfig.Difficulty (that I did thus far) to make the penalty smaller.

 

Thanks very much for taking care of this great mod again!

Posted
On 7/30/2026 at 11:49 AM, hannebambel_bembel said:

First of all, its great to see the IMHO best Submission mod to be updated again.

 

Using it along Defeat (Bane) - with disabling stuff from Defeat of course - for the last playthroughs with much fun and without major isssue.

 

Especially the Conversation Options are somthing many other solutions are lacking.

 

I just have an question that comes from the current modlist I am preparing, namely an unarmed monk style of character.

 

The succuss formula given as "

  • SuccessChance = (((100 - THealth) * PHealth / 100) + ((PSpeech - TSpeech)/4) + (PPrime - TPrime) + _SLConfig.Difficulty - _SLSubmitFailurePenalty.GetValue() )
  • Prime/TPrime is the highest value between OneHanded, TwoHanded, Marksman, & Destruction.

"

 

results in a penalty for doing hand-to-hand ( I use Adamand H2H here), if neither of the skills given above has been raised:

 

E.g. H2H = 80, 1H = 2H = 15, MARKS = 15, DEST = 15, TPrime = 90 would give me a 15 - 90 = -80 penalty instead of 80 -90 = -10

 

Of course you cannot take all sorts of alternative skill mods into account - do you have an idea if something can be done to success chance for builds like mine?

 

I can surely adjust _SLConfig.Difficulty (that I did thus far) to make the penalty smaller.

 

Thanks very much for taking care of this great mod again!

Yeah, since the OG LE version of the mod, there's been so many skill overhaul mods, that I think even *RESTORATION* has like a "poison" branch or something like that via some mod or another.  And even just opening up to checking for highest of all skills won't account for custom skills.

So, probably the most reliable check would be to replace the skill check comparison with a simple level check comparison, with the expectation that if you're leveling, then you *probably* have some way to handle combat.

In _SLSubmitQuest, in the Function:

GatherStats(Actor Target, Actor Player)

 

Comment out or delete:

    If (POneHanded >= PTwoHanded && POneHanded >= PMarksman && POneHanded >= PDestruction)
        PPrime = POneHanded
    ElseIf (PTwoHanded >= POneHanded && PTwoHanded >= PMarksman && PTwoHanded >= PDestruction)
        PPrime = PTwoHanded
    ElseIf (PMarksman >= POneHanded && PMarksman >= PTwoHanded && PMarksman >= PDestruction)
        PPrime = PMarksman
    Else
    PPrime = PDestruction
    EndIf

 

And replace with:

PPrime = PlayerRef.GetLevel()

 

Similarly comment out or delete:

    If (TOneHanded >= TTwoHanded && TOneHanded >= TMarksman && TOneHanded >= TDestruction)
        TPrime = TOneHanded
    ElseIf (TTwoHanded >= TOneHanded && TTwoHanded >= TMarksman && TTwoHanded >= TDestruction)
        TPrime = TTwoHanded
    ElseIf (TMarksman >= TOneHanded && TMarksman >= TTwoHanded && TMarksman >= TDestruction)
        TPrime = TMarksman
    Else
        TPrime = TDestruction
    EndIf

 

And replace with:

TPrime = Target.GetLevel()

 

Then compile, and it will just do a simple level comparison.


Of course, now that I've suggested that, if someone comes on here and says they have a pacifist character that only levels through blacksmithing, enchanting, alchemy, pickpocketing, speechcraft, and lockpicking, I'm just gonna say figure it out yourself, weirdo! :P

Posted (edited)
On 7/15/2026 at 6:05 AM, dkatryl said:

Most Recent Changes

v1.0.4 - (14JUL26)

  • Reworked the 'Repeated Assault' algorithm and display notification text to be a bit more intuitive.  Previously referred to 'Succeeded', now refers to a chance to Trigger.  The intent is still the same, where every 5/10/15 seconds, the chance to trigger will increase by 10% until eventually the roll is less than the chance.  This affected the Message text, and has been updated in the Localized files.
  • Updated German translation for the updated Message provided by CGi.
  • Added 'No Combat Alert' flag to Bounty Aliases to prevent them from erroneously going aggro if you get attacked on the way to turning in the bounty.
  • Minor tweak to the various 'Forced' scenes for the SLP+ version, where if the 'Aggressor' is male, it will disallow "Femdom" animations, as they look silly in that scenario!

Thanks for the localisation part I asked.

Attached is a russian translation, ported from my old translation. Only the part with Serana has not been translated. I played this part of Skyrim more than a decade ago, I don’t know the context, so I won’t touch it for now.

 

SexLab Submit SE v1-0-4_RUS_v2.7z

Edited by BF3000
Posted (edited)
10 hours ago, BF3000 said:

Thanks for the localisation part I asked.

Attached is a russian translation, ported from my old translation. Only the part with Serana has not been translated. I played this part of Skyrim more than a decade ago, I don’t know the context, so I won’t touch it for now.

 

SexLab Submit SE v1-0-4_RUS_v2.7z 12.75 kB · 1 download

Spasibo!

And that concludes most all of the Russian I remember from high school, oh, 32 years ago! :P

I'll go update the download.
 

Most Recent Changes

v1.0.4a - (05AUG26)

  • Updated Russian translation for MCM/Strings (With the exception of Serana specific) provided by BF3000.
Edited by dkatryl
Posted

Really appreciate this mod, has been a staple in skyrim since 2014. Although specifically the feature I almost always used was the speechcraft one, felt more balanced than anything available back then and still is since it calculates a persuasion check. So my thanks for the cool mod.

Posted (edited)
9 hours ago, dkatryl said:

Spasibo!

And that concludes most all of the Russian I remember from high school, oh, 32 years ago! :P

I'll go update the download.
 

Most Recent Changes

v1.0.4a - (05AUG26)

  • Updated Russian translation for MCM/Strings (With the exception of Serana specific) provided by BF3000.

You're welcome.

V4, Now with Serana part (I don't like leaving things unfinished.). I hope I got the context right, but someone still needs to check it.

 

SexLab Submit SE v1-0-4_RUS_v4.7z

Edited by BF3000
Posted
On 8/5/2026 at 4:15 PM, Durante said:

Really appreciate this mod, has been a staple in skyrim since 2014. Although specifically the feature I almost always used was the speechcraft one, felt more balanced than anything available back then and still is since it calculates a persuasion check. So my thanks for the cool mod.

That portion was inspired by an older SE mod called SLRomance (or just Romance? 🤔) that I used in tandem at the time when I was originally making Submit in its original form, which was combat sex against naughty bandit ladies (or lads, if that's what you like!)

So when that went defunct, and clearly wasn't going to be updated anymore, I figured, well, ain't nothing stopping me from adding a similar feature and then I could update whenever I wanted! :)

Posted
17 hours ago, BF3000 said:

You're welcome.

V4, Now with Serana part (I don't like leaving things unfinished.). I hope I got the context right, but someone still needs to check it.

 

SexLab Submit SE v1-0-4_RUS_v4.7z 12.77 kB · 1 download

Most Recent Changes

v1.0.4b - (06AUG26)

  • Updated Russian translation for MCM/Strings (Now including Serana!) provided by BF3000.
Posted (edited)

This MOD probably conflict with better vampire. After using this MOD I found that vampires become increasingly hungry when using blood bottles. At the same time I discovered that the disease I acquired when I surrendered and was bitten by vampire enemies was not the same as vanilla Sanguinare Vampiris disease, which led to me getting another Sanguinare Vampiris disease when I was attacked by a vampire after breaking free....

Even if I turn into a vampire three days later, I still have the disease 'Sanguinare Vampiris' on my body

Edited by BigTailWolfSuomi
Posted (edited)
1 hour ago, BigTailWolfSuomi said:

This MOD probably conflict with better vampire. After using this MOD I found that vampires become increasingly hungry when using blood bottles. At the same time I discovered that the disease I acquired when I surrendered and was bitten by vampire enemies was not the same as vanilla Sanguinare Vampiris disease, which led to me getting another Sanguinare Vampiris disease when I was attacked by a vampire after breaking free....

Even if I turn into a vampire three days later, I still have the disease 'Sanguinare Vampiris' on my body

Yes, the mod does indeed include spell effects "cast" by vampires, the Vampire Lord, and by werewolf. And mod has its own version of Sanguinare VampirisI saw it through SSEEdit.

 

@dkatryl Could you please explain what these spells and magical effects are for? To increase submission power?

Edited by tyty2244
.
Posted
5 hours ago, tyty2244 said:

Yes, the mod does indeed include spell effects "cast" by vampires, the Vampire Lord, and by werewolf. And mod has its own version of Sanguinare VampirisI saw it through SSEEdit.

 

@dkatryl Could you please explain what these spells and magical effects are for? To increase submission power?

Aww, man, you're gonna make me try and remember what the hell I was thinking over a decade ago?! 😭

I *vaaaaaaaguely* recall it was something like "Instead of using the standard Fus-clone for the shout, use a Vamp-clone flavored shout" for the standard shout submit, and for the grapple style, instead of grabbing them and punching them in the face a few times, it was have a nibble or something instead.  Something like that.

Well, I was already contemplating revisiting the stripping part of the scripts, both when the player is the winner and loser, and I guess the vamp/were stuff is in that basic area, so I will refresh myself on what I did forever ago.

Posted (edited)

Okay, after refreshing my memory on the script, it does a check to see if you are a Vampire, Vampire Lord, Werewolf, or not to determine which of 4 different types of shouts it would use:
 

Spoiler

 

Debug.SendAnimationEvent(playerRef, "JumpLand")
If (PlayerRef.HasKeyword(Vampire))
	_SLSubmitVShout.Cast(playerRef)
Else
	_SLSubmitShout.Cast(playerRef)
EndIf
PlayerRef.SetVoiceRecoveryTime(_SLConfig.ShoutCooldown)

and

Debug.SendAnimationEvent(playerRef, "JumpLand")
If (PlayerRef.GetRace() == Werewolf)		
	_SLSubmitWShout.Cast(playerRef)
Else
	_SLSubmitVLShout.Cast(playerRef)
EndIf

 

The Normal vs Vampire one just an aesthetics thing, where used the default Fus for the standard, and a red tinged one for the Vampire for 'flavor'.
(Voice Push Projectile vs Voice Absord Projectile) Otherwise, functionally, they are identical.

Werewolf and Vampire Lord *also* use Voice Push/Absord, respectively, but they each trigger a different script, _SLSavageEffect instead of the standard _SLShoutEffect.

Chief difference is here you are far less polite, and the player immediately pounces on their victim.  Similar to the ambush, but skipping the choice to rob their gear first.

If using the Grapple style, which only seems to be an option for regular vampires and men/elves, it will instead just trigger an default game animation to grab/punch, or feed if a vamp.
(12+ years ago, there weren't really default animations for Vampire Lords/Werewolves to facilitate something, so I just defaulted to them using their respective shouts.)

As for if the player surrenders to a Vamp, yep, they will be fed upon:

Victor.PlayIdleWithTarget(_SLSubmitFeed, Victim)
WRT(3.0)
If (!Victim.HasKeyword(Vampire) && !Victim.HasMagicEffect(VampSick))
	Victor.DoCombatSpellApply(VampDisease, Victim)
EndIf

VampSick = DisDamageHealthVampire (Reduced Health)

VampDisease = _SLSubmitVampire

This is a copy of the default one from the game.  Now, why did I make a copy instead of just applying the standard one?  You're gonna have to go ask 12 year ago me, cuz I can't think of why I did that.

 

Especially if, as you said, it runs its course, you become a vampire, but doesn't remove the custom one.  Since I can't think of a valid reason to not just use the standard one, I'm going to change the script property to that.

 

It will be part of the next update after I tinker with the stripping part of the scene.

That said, since it *is* just a clone of Sanguinare, including being a disease, you *should* be able to visit a shrine and get it removed, right?

Edited by dkatryl
Posted (edited)
5 hours ago, dkatryl said:

好的,我重新回顾了一下脚本,它会检查你是吸血鬼、吸血鬼领主、狼人还是其他身份,以此来决定使用四种不同类型的龙吼中的哪一种:
 

  隐藏内容

 

 

 

 

普通人和吸血鬼的区别仅仅在于外观,普通人使用默认的Fus,而吸血鬼则使用带红色色调的Fus以增添“特色”。
(语音推送投射物 vs 语音吸收投射物)除此之外,功能上它们完全相同。

狼人和吸血鬼领主也分别使用语音推送/吸收,但它们触发的脚本不同,分别是_SLSavageEffect和标准的_SLShoutEffect。

主要区别在于,玩家在这里会变得非常粗鲁,会立即扑向目标。这类似于伏击,但不会先选择搜刮装备。

如果使用擒抱攻击(似乎只有普通吸血鬼和人类/精灵可以使用),则会触发游戏默认的抓取/攻击动画,如果是吸血鬼则会吸血。
(12多年前,吸血鬼领主/狼人并没有默认动画,所以我只是让他们使用各自的龙吼。)

至于如果玩家向吸血鬼投降,是的,他们会被吸血:

 

VampSick = DisDamageHealthVampire(生命值降低)

VampDisease = _SLSubmitVampire

这是游戏默认设置的副本。至于我为什么不直接使用默认设置,而是复制一份,你得去问12年前的我,因为我也想不起来当时为什么这么做了。

 

尤其是像你说的,如果一切顺利,你变成了吸血鬼,但自定义脚本却没有被移除。既然我想不出不用标准脚本的合理理由,我就打算把脚本属性改成标准脚本。

 

在我调整好场景中的脱衣部分之后,它会包含在下次更新中。

也就是说,既然它*确实*是桑吉纳雷的克隆体,包括它也是一种疾病,那么你*应该*可以去神社把它移除,对吧?

Unfortunately, I also have a religious belief mod that prevents me from using shrine healing (that mod will cause the shrine to not cure the already infected disease, but provide you with a realistic immune disease blessing for about 3 hours).I was cured with healing potion, and the only thing I am currently frustrated about is that the blood bottle in the Dawnguard DLC will make my character increasingly hungry instead of full (the default setting in the better vampire mod is that if u hunger, u will become weaker)

I also found that when I became a vampire and executed surrendered enemies, my character only bit them and nothing happened. They still stood there, holding their heads and crouching

Edited by BigTailWolfSuomi

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